--- ---
|
TGUI
v0.7-dev
|
Public Member Functions | |
| ScrollbarRenderer (Scrollbar *scrollbar) | |
| Constructor. More... | |
| virtual void | setProperty (std::string property, const std::string &value) override |
| Change a property of the renderer. More... | |
| virtual void | setProperty (std::string property, ObjectConverter &&value) override |
| Change a property of the renderer. More... | |
| virtual ObjectConverter | getProperty (std::string property) const override |
| Retrieve the value of a certain property. More... | |
| virtual std::map< std::string, ObjectConverter > | getPropertyValuePairs () const override |
| Get a map with all properties and their values. More... | |
| void | setTrackColor (const Color &color) |
| Changes the color of the track. More... | |
| void | setTrackColorNormal (const Color &color) |
| Changes the color of the track in the normal state (mouse not on the track). More... | |
| void | setTrackColorHover (const Color &color) |
| Changes the color of the track in hover state (mouse on top of the track). More... | |
| void | setThumbColor (const Color &color) |
| Changes the color of the thumb. More... | |
| void | setThumbColorNormal (const Color &color) |
| Changes the color of the thumb in the normal state (mouse not on the thumb). More... | |
| void | setThumbColorHover (const Color &color) |
| Changes the color of the thumb in hover state (mouse on top of the thumb). More... | |
| void | setArrowBackgroundColor (const Color &color) |
| Changes the background color of the arrows. More... | |
| void | setArrowBackgroundColorNormal (const Color &color) |
| Changes the background color of the arrows in the normal state (mouse not on arrow). More... | |
| void | setArrowBackgroundColorHover (const Color &color) |
| Changes the background color of the arrows in the hover state (mouse standing on top of the arrow). More... | |
| void | setArrowColor (const Color &color) |
| Changes the color of the arrows. More... | |
| void | setArrowColorNormal (const Color &color) |
| Changes the color of the arrows in the normal state (mouse not on arrow). More... | |
| void | setArrowColorHover (const Color &color) |
| Changes the color of the arrows in the hover state (mouse standing on top of the arrow). More... | |
| void | setTrackTexture (const Texture &texture) |
| Change the image of the track that is displayed when the mouse is not on top of the scrollbar. More... | |
| void | setTrackHoverTexture (const Texture &texture) |
| Change the image of the track that is displayed when the mouse is on top of the slider. More... | |
| void | setThumbTexture (const Texture &texture) |
| Change the image of the thumb that is displayed when the mouse is not on top of the slider. More... | |
| void | setThumbHoverTexture (const Texture &texture) |
| Change the image of the thumb that is displayed when the mouse is on top of the slider. More... | |
| void | setArrowUpTexture (const Texture &texture) |
| Change the image that is used as the up arrow. More... | |
| void | setArrowDownTexture (const Texture &texture) |
| Change the image that is used as the down arrow. More... | |
| void | setArrowUpHoverTexture (const Texture &texture) |
| Change the image that is used as the up arrow when the mouse is on top of this arrow. More... | |
| void | setArrowDownHoverTexture (const Texture &texture) |
| Change the image that is used as the up arrow when the mouse is on top of this arrow. More... | |
| Public Member Functions inherited from tgui::WidgetRenderer | |
| virtual | ~WidgetRenderer () |
| Virtual destructor. | |
|
inline |
Constructor.
| scrollbar | The scrollbar that is connected to the renderer |
|
overridevirtual |
Retrieve the value of a certain property.
| property | The property that you would like to retrieve |
Reimplemented from tgui::WidgetRenderer.
|
overridevirtual |
Get a map with all properties and their values.
Reimplemented from tgui::WidgetRenderer.
| void tgui::ScrollbarRenderer::setArrowBackgroundColor | ( | const Color & | color | ) |
Changes the background color of the arrows.
| color | New arrow background color |
This color will overwrite the color for both normal and hover states.
Note that this color is ignored when all normal images have been set.
| void tgui::ScrollbarRenderer::setArrowBackgroundColorHover | ( | const Color & | color | ) |
Changes the background color of the arrows in the hover state (mouse standing on top of the arrow).
| color | New arrow background color |
Note that this color is ignored when all normal images have been set.
| void tgui::ScrollbarRenderer::setArrowBackgroundColorNormal | ( | const Color & | color | ) |
Changes the background color of the arrows in the normal state (mouse not on arrow).
| color | New background color |
Note that this color is ignored when all normal images have been set.
| void tgui::ScrollbarRenderer::setArrowColor | ( | const Color & | color | ) |
Changes the color of the arrows.
| color | New arrow color |
This color will overwrite the color for both normal and hover states.
Note that this color is ignored when all normal images have been set.
| void tgui::ScrollbarRenderer::setArrowColorHover | ( | const Color & | color | ) |
Changes the color of the arrows in the hover state (mouse standing on top of the arrow).
| color | New arrow color |
Note that this color is ignored when all normal images have been set.
| void tgui::ScrollbarRenderer::setArrowColorNormal | ( | const Color & | color | ) |
Changes the color of the arrows in the normal state (mouse not on arrow).
| color | New arrow color |
Note that this color is ignored when all normal images have been set.
| void tgui::ScrollbarRenderer::setArrowDownHoverTexture | ( | const Texture & | texture | ) |
Change the image that is used as the up arrow when the mouse is on top of this arrow.
| texture | The new hover arrow texture |
The hover texture is ignored if no normal texture was set. Pass an empty texture to unset the image.
| void tgui::ScrollbarRenderer::setArrowDownTexture | ( | const Texture & | texture | ) |
Change the image that is used as the down arrow.
| texture | The new arrow texture |
When all normal are set, then the alternative color properties will be ignored. Pass an empty texture to unset the image, in this case the color properties will be used again.
| void tgui::ScrollbarRenderer::setArrowUpHoverTexture | ( | const Texture & | texture | ) |
Change the image that is used as the up arrow when the mouse is on top of this arrow.
| texture | The new hover arrow texture |
The hover texture is ignored if no normal texture was set. Pass an empty texture to unset the image.
| void tgui::ScrollbarRenderer::setArrowUpTexture | ( | const Texture & | texture | ) |
Change the image that is used as the up arrow.
| texture | The new arrow texture |
When all normal are set, then the alternative color properties will be ignored. Pass an empty texture to unset the image, in this case the color properties will be used again.
|
overridevirtual |
Change a property of the renderer.
| property | The property that you would like to change |
| value | The new serialized value that you like to assign to the property |
| Exception | when deserialization fails or when the widget does not have this property. |
Reimplemented from tgui::WidgetRenderer.
|
overridevirtual |
Change a property of the renderer.
| property | The property that you would like to change |
| value | The new value that you like to assign to the property. The ObjectConverter is implicitly constructed from the possible value types. |
| Exception | for unknown properties or when value was of a wrong type. |
Reimplemented from tgui::WidgetRenderer.
| void tgui::ScrollbarRenderer::setThumbColor | ( | const Color & | color | ) |
Changes the color of the thumb.
| color | New thumb color |
This color will overwrite the color for both the normal and hover state.
Note that this color is ignored when a track and thumb image have been set.
| void tgui::ScrollbarRenderer::setThumbColorHover | ( | const Color & | color | ) |
Changes the color of the thumb in hover state (mouse on top of the thumb).
| color | New thumb color |
Note that this color is ignored when a track and thumb image have been set.
| void tgui::ScrollbarRenderer::setThumbColorNormal | ( | const Color & | color | ) |
Changes the color of the thumb in the normal state (mouse not on the thumb).
| color | New thumb color |
Note that this color is ignored when a track and thumb image have been set.
| void tgui::ScrollbarRenderer::setThumbHoverTexture | ( | const Texture & | texture | ) |
Change the image of the thumb that is displayed when the mouse is on top of the slider.
| texture | The new hover thumb texture |
The hover texture is ignored if no normal texture was set. Pass an empty texture to unset the image.
| void tgui::ScrollbarRenderer::setThumbTexture | ( | const Texture & | texture | ) |
Change the image of the thumb that is displayed when the mouse is not on top of the slider.
| texture | The new thumb texture |
When all normal are set, then the alternative color properties will be ignored. Pass an empty string to unset the image.
| void tgui::ScrollbarRenderer::setTrackColor | ( | const Color & | color | ) |
Changes the color of the track.
| color | New track color |
This color will overwrite the color for both the normal and hover state.
Note that this color is ignored when a track and thumb image have been set.
| void tgui::ScrollbarRenderer::setTrackColorHover | ( | const Color & | color | ) |
Changes the color of the track in hover state (mouse on top of the track).
| color | New track color |
Note that this color is ignored when a track and thumb image have been set.
| void tgui::ScrollbarRenderer::setTrackColorNormal | ( | const Color & | color | ) |
Changes the color of the track in the normal state (mouse not on the track).
| color | New track color |
Note that this color is ignored when a track and thumb image have been set.
| void tgui::ScrollbarRenderer::setTrackHoverTexture | ( | const Texture & | texture | ) |
Change the image of the track that is displayed when the mouse is on top of the slider.
| texture | The new hover track texture |
The hover texture is ignored if no normal texture was set. Pass an empty texture to unset the image.
| void tgui::ScrollbarRenderer::setTrackTexture | ( | const Texture & | texture | ) |
Change the image of the track that is displayed when the mouse is not on top of the scrollbar.
| texture | The new track texture |
When all normal are set, then the alternative color properties will be ignored. Pass an empty string to unset the image.


R Meeting 2013 in Lyon
29 Jun 2013I just came back from beautiful Lyon (France) after attending the Deuxième Rencontres R (2nd French R meeting, June 27-28).
The meeting was kindly organized by Stéphane Dray and company, and hosted by l'Université Claude Bernard Lyon 1.
The main goal of this type of R meeting is to get together la cRéme de la cRéme in France working with R. Among some of the popular names you may have heard of: Romain François, Christophe Genolini, Karim Chine, Francois Husson, and Jérôme Sueur (just to name a few).
Visualising big data in R (by Hadley Wickham)
Hadley Wickham, now chief scientist at Rstudio, was the keynote speaker and he delighted us with his presentation on bigvis. Briefly, the main idea behind the package bigvis is to provide exploratory visualization tools for very big large datasets (10-100 million observations).
L'analyse des données avec FactoMineR (by François Husson)
For those of us interested in data analysis tools, François Husson gave a presentation with some of the new improvements around the popular package FactoMineR by the nice team at Applied Mathematic Department, Agrocampus Ouest in Rennes.
KmL3D: K-means pour données longitudinales jointes (by Christophe Genolini)
Among other speakers, we had the chance to listen to Christophe Genolini who showed us the package KmL3D. For the French community, if you are not familiar with Christophe, you should check his tutorials on creating R packages. Especially interesting for programming with S4 classes.
Intégration R et C++ avec Rcpp (by Romain François)
Romain François, the guy behind R Graph Gallery, gave a short presentation about the renowned package Rcpp. His slides were interesting, but what caught my attention was a the fact that he was using his smartphone to switch slides. Later I asked what he used and he told me it was the keynote app (which I think can be very useful!) Yes, you need wifi to synchronize your mac and your iphone but then you have the freedom to move around the stage.
R and the Cloud (by Karim Chine)
Another very interesting talk was given by Karim Chine about Elastic-R. My main complain is that a one hour talk may not be enough to show all the really cool stuff you can do with R and cloud computing. It is my opinion but I think Karim deserves his own R meeting, or at least a couple of workshop sessions.
R as a sound system (by Jérôme Sueur)
Although I didn't take a picture of Jérôme Sueur (I was not close enough), his presentation was by far the best presentation of the entire meeting. He gave an illuminating talk on bioacoustics and some of the packages that R offers to analyze sounds and acoustic data (see his R package seewave).
I asked him if he was planning to share his slides. He told me that if the meeting organizers didn't share them, he would eventually upload the presentation to his website. In any case, I really hope he (or the meeting organizers) get to share the slides so you can check his awesome work. What I liked the most about his talk was the notion of Sonification, which is the analogy of visualization but instead of visual cues to represent data you use sounds to listen to data (ain't that cool?)


A quick-fix is suggested to rename the parameter.
Example:
class Main {
private String value;
public Main(String value) {
value = value.toUpperCase();
}
}
You can configure the following options for this inspection:
private
fields in a superclass, which are not visible from the method.
static
methods hiding an instance field and to ignore parameters of instance methods in static inner
classes hiding an instance field of an outer class. While not strictly hiding, such parameters can still be confusing.


This blog was created on January 15, 2017 in order for me to 1) learn front end development, and 2) share my analysis with the general public in order to improve my coding skills, analytical thinking, and gaming related knowledge.
I currently work as a Data Scientist in a FinTech firm in New York. Prior to this I spent 3 years in quantitative consulting in financial services, where I developed experience working with statistics, machine learning, risk management, and derivatives pricing. My education background is in mathematics, economics, and financial engineering.
I spend my free time working on analytics related side projects, swimming, and gaming. A list of titles that I currently enjoy playing or watching: Heroes of the Storm, Hearthstone, Overwatch, and League of Legends.


Metalsmith Practice
Kittens are awesome
Watchu know bout kittens
Kittens Are awesome
Fluffly kittens short hair kittens all kittens are beautiful
A list of reasons why I love kittens
They're cute
They're soft
They're cute


In this post I intend to explain what a Linear Program (LP) is, and how to solve an LP problem using Karmarkar's Algorithm implemented in Python. As always, if you see an improvement, feel free to submit a pull request.
A Linear Program is a problem of the form
Maximize:
\[z = \vec c^T \vec x\]
Subject to:
\[A \vec x \leq \vec b\]
Where the inequality is element-wise. The relation between \(A \vec x\) and \(\vec b\) could be any kind of equality constraint (\(\leq\), \(\geq\), or \(=\)), but "less-than-or-equal-to" is the typical relation we will use before we try to extend our basic understanding to larger problems.
Consider the following problem
Maximize:
\[ z = 3 x_1 + 2 x_2\]
Subject to:
\[\begin{aligned}2x_1 + x_2 &\leq 100\\x_1 + x_2 &\leq 80\\x_1 &\leq 40\\x_1, x_2 &\geq 0\end{aligned}\]
We wish to maximize the value of the objective function
\[z = 3x_1 + 2x_2\]
Subject to the constraints
\[\begin{aligned} 2x_1 + x_2 &\leq 100\\ x_1 + x_2 &\leq 80\\ x_1 &\leq 40\\ x_1, x_2 &\geq 0\\ \end{aligned}\]
The last constraint, stating that \(x_1, x_2 \geq 0\) is called the non-negativity constraint and is typically not stated for basic problems. We call the components \(x_1, x_2\), of the vector \(\vec x\), the LP decision variables , and the coefficients of the objective function \(3\) and \(2\) components of the cost vector \(\vec c\).
We can represent the constraints in one fell swoop using the matrix inequality
\[\begin{pmatrix}2 & 1\\1 & 1\\1 & 0\\\end{pmatrix}\begin{pmatrix}x_1\\x_2\end{pmatrix} \leq \begin{pmatrix}100\\80\\40\end{pmatrix}\]
We call the points \((x_1, x_2)\) that satisfy all of the given constraints feasible points and the set of all feasible points the feasible set .
The feasible set for this example problem is illustrated below. The constraint equations are shown, as is the region that satisfies all of the constraints. Note that these problems don't have to be 2-dimensional, and in fact, most are not. The challenge of solving these problems comes from their size.
Now that we can see what points are possible , we need to find the point in the feasible set that maximizes our objective function. Currently, everything we've graphed relate to the LP constraints, and not the objective function.
Recall the concept of Level Curves from Calculus III. Level curves are curves of fixed \(z\) values. The following is a graph of several level curves of \(z\) superimposed on the graph of the feasible set.
See how we can immediately pick out the point that maximizes the value of the objective function? Apparently the optimal solution - the point that maximizes the value of the objective function is directly related to the slope of the objective function.
Consider for example, what if the level curves of the objective function had a steeper slope? Then the optimal solution might be different, and so might the optimal value of the objective function as pictured below.
In short, our method for solving these LP problems will be to pick a random point on the interior of the feasible set, and move in the direction that maximizes the change in the objective function. In our 2-dimensional example above this means moving in the direction perpendicular to the level curves illustrated below.
We can immediately see that we'll run into a problem however. If we naively run in the perpendicular direction, we won't always hit the point on the edge of the feasible set that maximizes our objective function. We're going to have to do something different.
True to form, linear algebra will come to our rescue.
First however, we must introduce the idea of LP problems in standard form . Problems in standard form look like
Maximize:
\[ z = \vec c^T \vec x\]
Subject to:
\[ A \vec x = \vec b\]
This is subtly different than the first form of the LP problem I introduced. This one requires that all
of our constraints are that of equality. If not for an algebra trick, this would put a dampener on our
plans of
world domination
solving LP problems efficiently.
We will solve our problems by introducing more variables to our problem. Our goal is to reduce problems of multiple forms into the single standard form of an LP. That way we can develop just a single strategy that will solve all of our problems.
Here's a list of different possibilities.
\[4x_1 + 5x_2 \leq 42\]
We introduce the slack variable \(s_1\) to turn the above constraint into
\[4x_1 + 5x_2 + s_1 = 42\]
We also append \(s_1\) to the end of \(\vec x\) and append a \(0\) to the end of the cost vector \(\vec c\).
\[4x_1 + 5x_2 \geq 42\]
We introduce the excess variable \(e_1\) to turn the above constraint into
\[4x_1 + 5x_2 - e_1 = 42\]
Note the coefficient of \(-1\). We also append \(e_1\) to the end of \(\vec x\) and a \(0\) to the end of \(\vec c\).
\[4x_1 + 5x_2 \leq -42\]
We multiply by negative one
\[-4x_1 - 5x_2 \geq 42\]
Then add an excess variable as dictated above
\[-4x_1 - 5x_2 - e_1 = 42\]
\[z = 2x_1 + 3x_2\]
This is equivalent to maximizing the function
\[z' = -z = -2x_1 - 3x_2\]
The following cases are for constraints on decision variables. Normally we just have \(\vec x \geq 0\) elementwise. This is analogous to restricting the feasible set to the first quadrant in 2-dimensions, and its equivalent in \(n\)-dimensions.
We replace \(x_2\) by \(x_2' = x_2 - 10\), or rather \(x_2 = x_2' + 10\).
\[z = 30x_1 - 4(x_2' + 10)\]
We now have the objective function
\[z = 30x_1 - 4x_2' + 40\]
which is not in standard form due to the additive constant. We move the \(40\) over to the left hand side and rename the quantity \(z - 40\) to \(z'\).
\[z' = z - 40 = 30x_1 - 4x_2\]
We define \(x_j = x_j' - x_j''\) where \(x_j', x_j'' \geq 0\) and replace all occurrences of \(x_j\) in our problem with \(x_j' - x_j''\) and simplify.
Suppose we have the problem
Minimize:
\[ z = 2x_1 + 3x_2\]
Subject to:
\[\begin{aligned}x_1 - x_2 &\geq -1\\x_1 + 3x_2 &\geq 20\\x_1 + x_2 &= 10\\x_1, x_2 &\geq 0\end{aligned}\]
that we wish to reduce to standard form. First we note this is a minimization problem, so we negate the objective function to get
\[-z = -2x_1 -3x_2\]
Then, taking one constraint at a time, we multiply the first by \(-1\) to get
\[-1x_1 + x_2 \leq 1\]
to which we add a slack variable \(s_1\)
\[-1x_1 + x_2 + s_1 = 1\]
Then we take the second constraint and add an excess variable \(e_1\) to get
\[x_1 + 3x_2 - e_1 = 20\]
We get the last constraint for free, as it's already in standard form.
Putting this all together we get the LP in standard form
Maximize:
\[ -z = -2x_1 - 3x_2 + 0s_1 + 0e_1\]
Subject to:
\[\begin{aligned}-x_1 + x_2 + s_1 + 0e_1&= 1\\x_1 + 3x_2 +0s_1 -e_1 &= 20\\x_1 + x_2 + 0s_1 + 0e_1 &= 10\\x_1, x_2 &\geq 0\end{aligned}\]
which we can represent concisely with
Maximize:
\[ z = \vec c^T\vec x\]
Subject to:
\[\begin{aligned}A\vec x &= \vec b\\\vec x &\geq 0\end{aligned}\]
where \(\vec c = \begin{pmatrix}-2\\-3\\0\\0\end{pmatrix}\), \(\vec x = \begin{pmatrix}x_1\\x_2\\s_1\\e_1\end{pmatrix}\), \(A = \begin{pmatrix}-1 & 1 & 1 & 0\\1 & 3 & 0 & 1\\1 & 1 & 0 & 0\end{pmatrix}\), and \(\vec b = \begin{pmatrix}1\\20\\10\end{pmatrix}\).
How do we describe the direction of greatest change in an \(n\)-dimensional setting. Recall the concept of the gradient vector \[ \vec \nabla f = \left\langle \frac{\partial f}{\partial x_1}, \frac{\partial f}{\partial x_2}, \dots, \frac{\partial f}{\partial x_n} \right\rangle\] which is an \(n\)-dimensional vector of the partial derivatives of \(f\) that points in the direction of greatest change of the value of \(f\).
For the function \(f(\vec x) = \vec c^T \vec x\), the gradient vector \(\vec \nabla f = \vec c\).
A naive algorithm might therefore be: pick a point in the feasible set and travel in the direction of the gradient vector. However, it is possible (and even likely) that the gradient vector does not live inside the feasible set . Therefore, we work with the projection of \(\vec c\) onto the feasible set.
Suppose we have a vector \(\vec c = (3, 2, 4)\) that we wish to project onto the \(x_1, x_2\) plane, illustrated below.
This is equivalent to the linear algebra problem of projecting onto the solution set (null space) of the system \(A \vec x = \vec 0\). In this particular example, we wish to project from three dimensions onto two dimensions. This means we need the matrix \(A = \begin{pmatrix}0 & 0 & 1\end{pmatrix}\) so that in the above system \(x_3\) gets mapped to \(0\).
We ultimately wish to find a projection matrix \(P\) such that the projected vector \(\vec c_p = P \vec c\). We do this by the nightmarish formula \(P = I - A^T(A A^T)^{-1}A\).
Consider the problem
Maximize:
\[ z = x_1 + 2x_2\]
Subject to:
\[x_1 + x_2 \leq 8\]
Converting to standard form we get the problem
Maximize:
\[ z = x_1 + 2x_2 + 0s_1\]
Subject to:
\[x_1 + x_2 + s_1 = 8\]
However, for geometric intuition's sake, I'm going to call \(s_1\), \(x_3\) instead:
Maximize:
\[ z = x_1 + 2x_2 + 0x_3\]
Subject to:
\[x_1 + x_2 + x_3 = 8\]
Or, rather
Maximize:
\[ z = \begin{pmatrix}1 & 2 & 0\end{pmatrix}\begin{pmatrix}x_1\\x_2\\x_3\end{pmatrix}\]
Subject to:
\[\begin{pmatrix}1 & 1 & 1\end{pmatrix}\begin{pmatrix}x_1\\x_2\\x_3\end{pmatrix} = 8\]
The feasible set and optimal solution are shown below.
Now we calculate \(\vec \nabla z\), which, as a consequence of their linearity, for every problem will be \(\vec c\). Notice how \(\vec c\) is not within the feasible set.
This means we need to calculate the projection of \(\vec c\) onto the feasible set \(A\) in order to move a point \(\vec x_\text{old}\) to its new home \(\vec x_\text{new}\) shown below.
This is an iterative algorithm. It will take in a starting point \(\vec x\) and output our next starting point \(\vec x_\text{new}\). After some unknown number of iterations, it will converge to the optimal solution. This algorithm will work for \(n\) dimensions, but for sake of notation I will only use 3. Note that all vectors are column vectors.
Define a scaling matrix \(D = \begin{pmatrix}x_1 & 0 & 0\\0 & x_2 & 0\\0 & 0 & x_3\end{pmatrix}\) and its inverse \(D^{-1} = \begin{pmatrix}\frac{1}{x_1} & 0 & 0\\0 & \frac{1}{x_2} & 0\\0 & 0 & \frac{1}{x_3}\end{pmatrix}\).
\[\begin{aligned}\tilde A &= AD\\ \tilde c &= D\vec c\end{aligned}\]
Compute the projection matrix \(P = I - \tilde A^T\left(\tilde A \tilde A^T\right)^{-1}\tilde A\).
Compute \(\tilde x_\text{new} = \begin{pmatrix}1\\1\\1\end{pmatrix} + k \tilde c_p\) where \(k > 0\) is chosen to take us halfway between where we are and the edge of the feasible set.
Convert \(\tilde x_\text{new}\) back into original (unscaled) coordinate system by \(\vec x_\text{new} = D \tilde x_\text{new}\)
Here is a graph of first few iterations of the example above.
Karmarkar's Algorithm is still not the standard LP solver algorithm, that title lies firmly in the hands of the Simplex Algorithm . There are some edge cases that give us very poor performance with Karmarkar's Algorithm. However, for very large problems, it offers good performance most of the time. See here for a description of various LP solver algorithms.
One of the benefits of Karmarkar's Algorithm, is that it is easy to implement. Here's a first crack at a Python implementation.
Note all vectors must be row vectors for the matrix multiplication dimensions to work out. This is different than the description above, but was necessary for simpler programming.
import numpy as np
class LPSolution(object):
def __init__(self):
self.iterations = None
self.tolerance = None
self.intermediates = []
self.solution = None
self.solution_string = None
def __str__(self):
self.solution_string = 'Solution: ' + str(self.solution)
self.solution_string += '\n\tTolerance: ' + str(self.tolerance)
self.solution_string += '\n\tIterations: ' + str(self.iterations)
return self.solution_string
class LinearProgram(object):
"""A class that implements Karmarkar's Algorithm for the solution of
Linear Programs in standard form."""
def __init__(self, A, b, c):
"""Constructs an n-variable m-constraint Linear Program.
A -- An n x m numpy matrix of constraint coefficients
b -- A 1 x m numpy row vector of constraint RHS values
c -- A 1 x n numpy row vector of objective function coefficients
"""
self.A = A
self.n, self.m = self.A.shape
self.b = b
self.c = c
self.solution = None
def karmarkar(self, start_point):
"""Runs one iteration of Karmarkar's Algorithm.
start_point -- A 1 x n numpy row vector of decision variable values
"""
D = np.diagflat(start_point)
c_tilde = np.matmul(self.c, D)
A_tilde = np.matmul(self.A, D)
A_tildeT = A_tilde.transpose()
AAT_inverse = np.linalg.inv(np.matmul(A_tilde, A_tildeT))
# matrix multiplication is associative
P = np.identity(self.m) - np.matmul(np.matmul(A_tildeT, AAT_inverse), A_tilde)
cp_tilde = np.matmul(c_tilde, P)
k = -0.5 / np.amin(cp_tilde)
x_tilde_new = np.ones((1, self.m), order='F') + k * cp_tilde
return np.matmul(x_tilde_new, D)
def solve(self, start_point, tolerance=1e-5, max_iterations=50, verbose=False):
"""Uses Karmarkar's Algorithm to solve a Linear Program.
start_point -- A starting point for Karmarkar's Algorithm. Must be a row vector.
tolerance -- The stopping tolerance of Karmarkar's Algorithm.
max_iterations -- The maximum number of iterations to run Karmarkar's Algorithm.
verbose -- List all intermediate values.
"""
x = start_point
solution = LPSolution()
for i in range(max_iterations):
x_new = self.karmarkar(x)
if verbose:
print(x_new)
dist = np.linalg.norm(x - x_new)
x = x_new
solution.intermediates.append(x)
if dist < tolerance:
break
solution.solution = x
solution.iterations = i
solution.tolerance = dist
self.solution = solution
return solution
We use the solver as follows
#!/usr/bin/python3
import numpy as np
from linear_program import LinearProgram, LPSolution
def generate_tikz_plot(solution):
"""Generates a 3D Tikz LaTeX coordinate strings for the intermediate solutions."""
for i, soln in enumerate(solution.intermediates):
coordinate = r'\coordinate (xnew{}) at '.format(i)
coordinate += r'({}, {}, {});'.format(*[coord for coord in soln.flat])
print(coordinate)
draw = r'\draw[red] (x) node[circle, fill, inner sep=1pt]{{}} '
for i in range(len(solution.intermediates)):
draw += r'-- (xnew{}) node[circle, fill, inner sep=1pt]{{}} '.format(i)
draw += r';'
print(draw)
def main():
A = np.matrix([[1, 1, 1], ])
b = np.array([8, ])
c = np.array([1, 2, 0])
LP = LinearProgram(A, b, c)
LP.solve(start_point=np.array([1, 1, 6]))
print(LP.solution)
if __name__ == '__main__':
main()
Running the above script, we get the following output
Solution: [[ 2.97874012e-06 7.99999553e+00 1.48937006e-06]]
Tolerance: 5.57390111055e-06
Iterations: 21
Which we can see in the following image.


TABLE OF INTERACTIONS WITH
METHYLDOPA
See also: central antihypertensives
See also: antihypertensives except alpha blockers
See also: medications that lower blood pressure
See also: sedative medications
From the French ANSM drug interactions document of September 2016, p. 152
METHYLDOPA RxNorm: 6876 ATC: C02AB C02AB01 C02AB02 |
IRON RxNorm: 1431589 ATC: B03A |
Decrease of the digestive absorption of the methyldopa (formation of complexes) |
Precaution for use Take the iron salts at a different time from the methyldopa (more than two hours apart, if possible). |
METHYLDOPA RxNorm: 6876 ATC: C02AB C02AB01 C02AB02 |
LEVODOPA RxNorm: 6375 ATC: N04BA01 |
Increase of the effects of the levodopa but equally of its undesirable effects. Increase of the antihypertensive effect of the methyldopa |
Precaution for use Clinical monitoring and possible decrease of the doses of levodopa. |
METHYLDOPA RxNorm: 6876 ATC: C02AB C02AB01 C02AB02 |
LITHIUM RxNorm: 6448 ATC: N05AN01 |
Increase of the plasma concentrations of lithium which can attain toxic values, with signs of overdose of lithium |
Precaution for use Clinical monitoring and adjustment of the dosage of lithium. |


By Invitation
May 29-June 22, 2017
8 Projects each lab
Sundance Mountain Resort, Utah
There is no open application to the Directors Lab, which is typically populated by projects that have already been supported through a previous Screenwriters Lab.
During the month-long Directors Lab, eight Fellows work with an accomplished group of Creative Advisors and professional production crews, rehearsing, shooting, and editing key scenes from their scripts. Through this intense, hands-on process, the Fellows workshop scenes, collaborate with actors, and find a visual language for their film in an atmosphere where experimentation and risk-taking is encouraged. Directors Lab Fellows also join in the week-long Screenwriters Lab with five additional projects, participating in individualized story sessions under the guidance of established screenwriters. 2016 Directing Fellows recently shared advice they received at the Lab with Indiewire. Additionally Fellows, Eva Vives, César Cervantes and Sandhya Suri contributed pieces about their experience.
Apply Now


#include "_doctype.html" #define FLAWNAME FTP Server Response Buffer Overflow
| Date: | October 13, 2000 |
| ID | BID 1804 CVE-2000-0973 |
| Affected versions | 6.0 (and possibly earlier) to and including 7.4 |
| Not affected versions | 7.4.1 and later |
When storing an FTP server's error message on failure, there was no check for input length and thus a malicious FTP server could overflow curl's stack based buffer. securityfocus lists two exploits #include "_footer.html"


{% extends "base.html" %} {% block pagecss %} {% endblock %} {% block pagehead %} Dart to Darkness, 120k Dart Populaire, August 20, 2017 {% endblock %} {% block subhead %}{% endblock %} {% block content %}
Specifically, into the zone of totality. We will ride Sunday, August 20 to Willamina, camp out at the farm of Susan Otcenas and her partner Jeff Mendenhall, and experience the total eclipse Monday morning.
A Dart is a team event. Your team may consist of 3 to 5 machines (so theoretically it could have 10 riders if everyone was on tandems). At least three must finish together, and only those finishing together are deemed to have finished successfully. There are lots of other rules, but the basics are: Ride together, at least 120km on a route you design and submit for approval, for 8 hours total starting 9am with at least the last 25km in the last two hours.
You design it! You must submit your route for review and approval with your entry form. The usual randonneuring rules apply to route design (e.g., you must use controls to prevent short-cutting). Information controls cannot be used on a dart, and it may be difficult to find services at suitable locations, but you may propose photo controls at identifiable landmarks.
Details and registration forms are here. The fee is $35 per rider or guest, to cover expenses of cookout, portable toilet, etc. Registration deadline is August 10, but it is a good idea to register sooner because capacity is limited and registration will be accepted on a first-come, first-serve basis if everyone cannot be accomodated.
This brevet is sanctioned by Randonneurs
USA, and is subject to RUSA Rules for
Riders. If you are not familiar with these rules, please
read them well in advance so that you can be prepared. They are
Because this ride will take place entirely in daylight, we will relax the usual rules regarding front and rear lights and reflective gear. Nonetheless you are very strongly advised to wear high visibility clothing and to ride with extra caution, as many tourists will be traveling to the zone of totality the same day as our ride. Try to design your route to avoid roads that are likely to be main routes for tourists traveling to campgrounds and other lodging.
Familiarize yourself with procedures for riding a brevet, incuding collection of times and signatures on the control card. The card must be signed and turned in at the finish.


[1]
This works great wonderful product it worked good.
[2]
the spin issue and at a great price and delivery was excellent.


Food: 0 | Wood: 0
|
Cursors: 0 | Cursor Upgrades: 0
Cursor Cost: 10 tier 1s | Cursor Upgrade Cost: 50 tier 1s
Clicker Upgrade: 0
Clicker Upgrade Cost: 30 tier 1s
Cost to change: 1000 tier 1s
Tier 1 matter gens: 0
Tier 1 matter gen cost: 10 tier 2s
[Work in progress] Prestige: 0


Craig David to headline New Year's Eve special on BBC
by Karen ButlerNov. 29 (UPI) -- Singer-songwriter Craig David has been booked to headline a New Year's Eve special on BBC One.
David is known for his hit songs "Fill Me In," "7 Days," "Heartline" and "Do You Miss Me Much."
"I can't think of a better way to see in the New Year and new decade than performing and celebrating with you all. It's going to be a night to remember!" the entertainer said in a press release.
The concert will be televised from London's Central Hall Westminster. The program also will include the city's holiday fireworks display.
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The maths doesn't stop there. CSSNumericValue
s come with their own set of operations that can be performed on all numeric values. What operation you use and with what values, depends on what is returned. Let's take a look at all the methods and a few examples of each. As these methods are available on the CSSNumericValue
super class they can take a unit or a sum.
add
let sum = CSS.px(54).add(CSS.px(30));
// Returns: CSSUnitValue {value: 84, unit: "px"}
In the above example we are using the same unit, and so a direct addition takes place and a CSSUnitValue
is returned. If we use varying units, a CSSMathValue
is returned.
let add = CSS.px(54).add(CSS.em(2.4));
add.toString() // calc(54px + 2.4em)
sub
let sub = CSS.mm(300).sub(CSS.mm(210));
// Returns: CSSUnitValue {value: 90, unit: "mm"}
As with add
above, if we use different units a CSSMathValue
is returned
let sub = CSS.cm(5).add(CSS.mm(90));
sub.toString() // calc(5cm + -90mm)
mul
Notice here you can pass in just a number to the multiply function. A CSSNumericValue
would work as well. Differing values will return a CSSMathValue
.
let mul = CSS.em(1.2).mul(1.4);
// Returns: CSSUnitValue {value: 1.68, unit: "em"}
div
As with mul
you can enter a number or a CSSNumericValue
. Different units return a CSSMathValue
let div = CSS.turn(1).div(2);
// Returns: CSSUnitValue {value: 0.5, unit: "turn"}
min
min
returns the lowest value, and you can input as many values as you please. If the units differ a CSSMathMin
type is returned with the values and units that have been used.
let min = CSS.px(500).min(CSS.px(400), CSS.px(200));
// Returns: CSSUnitValue {value: 200, unit: "px"}
min = CSS.em(1.2).min(CSS.rem(1.4));
min.toString() // min(1.2em, 1.4rem)
max
Same as min
, however it returns the maximum value in the list, or if the units differ, a CSSMathMax
type
let max = CSS.pt(50).max(CSS.pt(90), CSS.pt(10));
// Returns: CSSUnitValue {value: 90, unit: "pt"}
max = CSS.px(500).max(CSS.percent(60));
max.toString() // max(500px, 60%)
Conversion & Comparison
Maths methods are pretty useful, so is a way to convert units on the fly. We can do that with the to
method.
to
It only allows us to convert absolute units. (Unfortunately not relative ones at this time).
// inches to centimetres
const cm = CSS.in(2).to('cm');
// Returns: CSSUnitValue {value: 5.08, unit: "cm"}
equals
Another very interesting bit of functionality. We can test to see if one value is equal to another with just one method.
const fontSize = CSS.em(1.2);
CSS.em(1.2).equals(fontSize); // true
When using these latter two pieces of functionality together we can do some clever stuff, like convert degrees to radians and check it within our code, without having to know the precise radian value, which is always a bit trickier to remember than degrees.
const radians = CSS.deg(90).to('rad');
const check = CSS.deg(90).equals(radians.to('deg')); // true
Let's have a look at an example using what we have learnt so far


With this program you can build blocks 'minecraft' style
First spawn a starting block by pressing on the cube with +
Hover over block to edit it with shortcuts on keyboard
and mouse
- "X" on keyboard for locking the X direction
- "Y" on keyboard for locking the Y direction
- "Z" on keyboard for locking the Z direction
- "CTRL" on keyboard for rotating with mousewheel
- "SHIFT" on keyboard for scaling with mousewheel
- "ALT" on keyboard for moving with mousewheel
- "DELETE" on keyboard for removing block
- Left mouse click on surface for adding block
- Middle mouse click on surface for removing block
- Thrashcan removes all blocks that you made
Click this help page to delete it


Reading Response: What do Prototypes Prototype? Houde, Stephanie and Charles Hill
"Everyone has a different expectation of what a prototype is. Industrial designers call a molded foam model a prototype. Interaction designers refer to a simulation of on-screen appearance and behavior as a prototype. Programmers call a test program a prototype. A user studies expert may call a storyboard, which shows a scenario of something being used, a prototype."
This is a very accurate statement, and is even relevant to this class. I came in under a preconceived notion that the type of interactive prototyping I would be designing would be just like that of previous "interactive prototyping" courses I had taken. I was creating simulations of web pages and mobile apps prior, and each of those courses had different levels of prototypes within them. Some were paper, others were "low-fidelity," while others were basically unpublished working products. Now I am on the cusp of creating a protytype that exists off a page or screen.
The term "prototype" has been thrown around so much it requires context to understand the content. Using Hollywood as an example, Tony Stark of Marvel's Iron Man movies meets with his military colleague James Rhodes to show him a "prototype" of his latest exosuit, but he flies in with it, fully functional and ready to equip with the latest military-grade installations. The authors of the book define prototype as "any representation of a design idea, regardless the medium." So the pressing question for the exosuit (which would become the War Machine) is "what then, is this prototyping, if it is not the finished suit?" My guess is: it was the paint job.
"Storyboards ... are considered to be effective design tools by many designers because they help focus design discussion on the role of an artifact very early on. However, giving them status as prototypes is not common because the medium is paper and thus seems very far from the medium of an interactive computer system. We consider this storyboard to be a prototype because it makes a concrete representation of a design idea and serves the purpose of asking and answering design questions."
I am definitely on board with this line of thinking. While it is true that paper leaves far more to the imagination for the user test participants, it is also the most maleable form of prototyping with the least amount of commitment. Even simple digital wireframes take more effort than pen and paper. On paper it is easy to cross things out, take notes right on the prototype and at the worst, crumple it up and start over. No harm done.I would even go as far as to suggest that participants in users tests may even be more open to adverse opinion as they are not plagued with the concerns of "hurting someone's feelings" with regard to their design. I have experienced great successes with paper prototyping and will continue to do it in future design.
"High quality appearance models are costly to build. There are two common reasons for investing in one: to get a visceral response by making the design seem “real” to any audience (design team, organization, and potential users); and to verify the intended look and feel of the artifact before committing to production tooling. "
I find myself on the fence regarding the idea of these types of models, and I would definitely err on the side of caution when considering this implementation. I'm certain that these are only created after other extensive prototyping sessions have been exhausted, reaching this state. However, in my experience, I have seen many a prototype come to this level prematurely only to be completley picked apart and inevitably discarded. I would suggest that this is very true for the automotive industry. Year after year, concept cars are rolled out on display at Geneva, Detroit, and other major auto shows, only to be set aside and forgotten. Many of these are painstakingly build to production level, some even equipped with a fully functional drivetrain.


About me
My name is Omar Zain ,I graduated as a Civil engineer
I'm here because I like what coding does and it's
a chance for me to build myself and to learn
something new, about my job i'm a graphic designer and a
Computer maintenance Hardware & Software and I think
I can mix coding with my skills to make something cool hopefully


a function "ignoreMultiple" that takes user string and puts out a modified string (several 0000 and also several +++ or 1.23. get ignored)
Check out the console log


We don't recognize this user ID or passwordBe sure to type the password for your work or school account. This doesn't look like a valid user IDTry using your email address or phone number. {0} isn't in our systemMake sure you typed your address or phone number correctly, or get a new Microsoft account. This doesn't look like a valid user IDTry using your email address or phone number. {0} isn't in our systemMake sure you typed your email address correctly. It usually looks like<EMAIL_ADDRESS>or<EMAIL_ADDRESS>Please enter your password.
To sign in, start by entering a user ID.
Check the email address you entered. You may have mistyped it.
We couldn't find an account with that email address.Enter a different email address or get a new Microsoft account. You may still be signed in to some applications. Close your browser to finish signing out.
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This is a test of execCommand(insertHTML, ...). The contents of the editable div below should be the same before and after the test.


Create a new Maven project, add Spring dependencies. Create a Main class with a main() method. Create a Spring ApplicationContext object.
Main
main()


Choice Coin is a governance token and open source software for decentralized voting. The Choice Coin Network is prioritizing democracy, and will incentivize its participants to help it fundamentally change how decisions are made on a large scale. Choice Coin solves the decentralized voting problem by introducing a digital asset for voting on a distributed ledger.
Choice Coin is also entirely open-source, with no formal strucutre or entity attached to it. Fortior Blockchain, a startup building on Algorand, developed Choice Coin in 2021 to address the lack of a decentralized governance system. Since its inception, Choice Coin has attracted a plethora of contributors from all over the world.
The Choice Coin Network is glad to announce a community-proposed roadmap for the calendar year. This roadmap was voted upon by the Choice Coin Network, with responsibility falling to its wide array of developers, writers, and researchers. The Choice Coin Community is excited to see these milestones being reached!
Q4 2021
The Choice Coin Network plans to attach a price to its native token, CHOICE, by the end of Q3
2021. This will most likely be done through a decentralized exchange on the Algorand
Blockchain such as Tinyman. Choice Coin's initial liquidity pool will be with ALGO, allowing
members of both communities to seamlessly trade between the two assets. With Tinyman
launching by the end of Q3 2021, the Choice Coin Community is excited to have another avenue
to promote Choice, Decentralized Voting, and Democracy.
Q1 2022
The Choice Coin Network plans to launch Choice Charities, a charity hosted by Fortior
Blockchain, for its native token. The goal of Choice Charities will be to identify charities and
non-profit organizations that engage in democratic and equitable practices. Holders of Choice
Coin will be able to use their Choice Coin for donations to these organizations.
Q2 2022
The Choice Coin Network plans to launch a full-stack voting application by the end of Q1 2022.
This application will be an update over the current Fortior Voting Protocol developed by Fortior
Blockchain and will be live. It will allow any organization across the world to vote using Choice
Coin and the Choice Coin Network. The launch of this interactive platform will enable Choice
Coin to be used more widely for its use-case and spread decentralized voting as a legitimate
form of governance.
Ongoing
The Choice Coin Network plans to continue allocating resources and assets to its rewards
programs. These rewards programs have been extremely effective over the past two months,
with the network growing at an exponential rate with regards to academic output, social media
presence, and development. The Choice Coin Community remains keen on growing its
membership in the months to come.


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You've been invited to participate in an anonymous survey about salaries. Someone has already created the survey and invited you and others to participate. Your salary information is totally anonymous - no login or email address is required. To ensure anonymity, the results of the survey aren't published until a minimum number of responses are made (see below).
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Physical Examination
问题描述 :
WANGPENG is a freshman. He is requested to have a physical examination when entering the university.
Now WANGPENG arrives at the hospital. Er….. There are so many students, and the number is increasing!
There are many examination subjects to do, and there is a queue for every subject. The queues are getting longer as time goes by. Choosing the queue to stand is always a problem. Please help WANGPENG to determine an exam sequence, so that he can finish all the physical examination subjects as early as possible.
Now WANGPENG arrives at the hospital. Er….. There are so many students, and the number is increasing!
There are many examination subjects to do, and there is a queue for every subject. The queues are getting longer as time goes by. Choosing the queue to stand is always a problem. Please help WANGPENG to determine an exam sequence, so that he can finish all the physical examination subjects as early as possible.
输入:
There are several test cases. Each test case starts with a positive integer n in a line, meaning the number of subjects(queues).
Then n lines follow. The i-th line has a pair of integers (ai, bi) to describe the i-th queue:
1. If WANGPENG follows this queue at time 0, WANGPENG has to wait for ai seconds to finish this subject.
2. As the queue is getting longer, the waiting time will increase bi seconds every second while WANGPENG is not in the queue.
The input ends with n = 0.
For all test cases, 0<n≤100000, 0≤ai,bi<231.
Then n lines follow. The i-th line has a pair of integers (ai, bi) to describe the i-th queue:
1. If WANGPENG follows this queue at time 0, WANGPENG has to wait for ai seconds to finish this subject.
2. As the queue is getting longer, the waiting time will increase bi seconds every second while WANGPENG is not in the queue.
The input ends with n = 0.
For all test cases, 0<n≤100000, 0≤ai,bi<231.
输出:
There are several test cases. Each test case starts with a positive integer n in a line, meaning the number of subjects(queues).
Then n lines follow. The i-th line has a pair of integers (ai, bi) to describe the i-th queue:
1. If WANGPENG follows this queue at time 0, WANGPENG has to wait for ai seconds to finish this subject.
2. As the queue is getting longer, the waiting time will increase bi seconds every second while WANGPENG is not in the queue.
The input ends with n = 0.
For all test cases, 0<n≤100000, 0≤ai,bi<231.
Then n lines follow. The i-th line has a pair of integers (ai, bi) to describe the i-th queue:
1. If WANGPENG follows this queue at time 0, WANGPENG has to wait for ai seconds to finish this subject.
2. As the queue is getting longer, the waiting time will increase bi seconds every second while WANGPENG is not in the queue.
The input ends with n = 0.
For all test cases, 0<n≤100000, 0≤ai,bi<231.
样例输入:
5 1 2 2 3 3 4 4 5 5 6 0
样例输出:
1419HintIn the Sample Input, WANGPENG just follow the given order. He spends 1 second in the first queue, 5 seconds in the 2th queue, 27 seconds in the 3th queue, 169 seconds in the 4th queue, and 1217 seconds in the 5th queue. So the total time is 1419s. WANGPENG has computed all possible orders in his 120-core-parallel head, and decided that this is the optimal choice.
/*
分析：
贪心(2012金华现场赛A题)。
假设已经排了t时间了，现在有两个队列，a1、a2、b1、b2。
先排队列1：ans1=t+(a2*t+a1+b1*b2*(a1+t))；
先排队列2：ans2=t+(b2*t+b1+a1+a2*(b1+t))。
化简后，只剩下了b2*a1和a2*b1，那么按照这个，对每两个进行
排序，就行了。

参考：http://blog.csdn.net/ice_crazy/article/details/8127823
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中国人民淫行，中国人民狠行。
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不爽，希望男主和雪梨在一起
不爽，希望男主和雪梨在一起
不爽，希望男主和雪梨在一起
不爽，希望男主和雪梨在一起
不爽，希望男主和雪梨在一起
不爽，希望男主和雪梨在一起
不爽，希望男主和雪梨在一起
不爽，希望男主和雪梨在一起
不爽，希望男主和雪梨在一起
不爽，希望男主和雪梨在一起
不爽，希望男主和雪梨在一起


As mentioned on the main page, the Witcher series is based off of the series of fantasy novels under the same name, by Andrzej Sapkowskili
As with the prior two games, the Witcher 3 is set in a world known as The Continent. Just like many other fantasy worlds, The Witcher universe is
inhabited by Humans, Elves, Dwarves, dragons and many other creatures.
The Witcher becomes exceedingly complicated due to extra dimensions and the like.
Geralt
Wondering who that dashing white haired dude is? That's Geralt! He's our main protagonist, and who you will be commandeering on your journey
Geralt is a Witcher from the school of the wolves. A Witcher is a rare breed of genetically mutated monster killers.  Witchers' are born human, but undergo intense training and mutations that most do not survive.


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Phone Number +51-980687-287
Email<EMAIL_ADDRESS>Address: Street-City
Fax +51-980687-289
Business hours: 08:00 to 17:00
Working day: Mon-Sat


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Cake is a form of sweet dessert that is typically baked. In its oldest forms, cakes were modifications of breads, but cakes now cover a wide range of preparations that can be simple or elaborate, and that share features with other desserts such as pastries, meringues, custards, and pies.
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Chelsea's transfer ban appeal to be heard as Blues hope for January business
Chelsea took their appeal against their two-window transfer ban to the Court of Arbitration for Sport on Wednesday
by Irishmirror.ieChelsea's appeal against their two-window transfer ban will be heard at the Court of Arbitration for Sport on Wednesday.
The Blues were initially sanctioned by world governing body FIFA in February of this year.
FIFA found the London club guilty of breaching article 19 of its regulations on the status and transfer of players (RSTP), which concerns the protection of minors.
They were also found to have breached article 18, concerning third-party influence.
Chelsea appealed to FIFA and the case was heard in April, but documents published by FIFA at the end of October showed its appeals committee found the Blues had committed 150 breaches of regulations.
The appeals committee agreed with the disciplinary committee that the breaches were "inexcusable".
CAS will not make a decision on the day, but it has been reported that the verdict should come in time for the club to know whether they can be involved in the January 2020 transfer window.
Chelsea declined to comment on the CAS appeal when contacted by the PA news agency on Tuesday.
The club have made a good start to life under new head coach Frank Lampard despite not being able to sign any new players in the summer.
The likes of Tammy Abraham, Mason Mount and Fikayo Tomori, all Chelsea academy products, have returned to the club from loans elsewhere to make a big impression on the first team at Stamford Bridge.
All three have also been capped at England senior level by Gareth Southgate since the start of the season and the Blues are in third place in the Premier League table, behind second-placed Leicester only on goal difference.


Shift-Enter:
compile and run; Ctrl-L
: Format; Ctrl-S
: Save
About Go Play
Go Play is a HTML5 web service that runs on your computer.
The Go back-end service can format, compile, link, and run Go programs and return the results.
This code is modification and merger of the Go playground, the Go present package, and $GOROOT/misc/play
.
Input text key assignments
The code for this package lives at https://code.google.com/p/go-play/ and was culled together by Rocky Bernstein.


Ogre
Large giant, chaotic evil
Armor Class 11 (hide armor)
Hit Points 59 (7d10+21)
Speed 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
| 19 (+4) | 8 (-1) | 16 (+3) | 5 (-3) | 7 (-2) | 7 (-2) |
Senses darkvision 60ft., passive Perception 8
Languages Common, Giant
Challenge 2 (450 XP)
Actions
Greatclub. Melee Weapon Attack:+6 to hit, reach 5 ft., one target.Hit:13 (2d8+4) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack:+6 to hit, reach 5 ft. or 30ft./120, one target.Hit:11 (2d6+4) piercing damage.


{% extends "global/Base.html" %} {% load staticfiles otree_tags %} {% block title %} Part 2 {% endblock %} {% block content %}
In Part 2 of the experiment, you will be asked to make a series of decisions in three periods.
At the start of each period, you will be asked to perform a task to determine your earnings for the rest of that period.
You will then be randomly matched with three other participants in each round. Together you will form a decision group. You and the other three participants will be asked to choose a tax and transfer scheme for your decision group. From these choices, the computer will randomly select one and apply it to all participants in the decision group.
The next section goes through these procedures in more detail.
{% endblock %}


Red, green, & blue values (0-255)
RGB (0-255), alpha transparency (0-1)
Also red, green, blue values,
but ranges from 00
–ff
3 / 6 digit: #000
= #000000
Future CSS: alpha transparency
4 / 8 digit:#000a
= #000000aa
Hue (0-360), saturation (0-100%), & lightness (0-100%)
HSL + alpha transparency (0-1)
currentColor
The OG CSS variable
currentColor
= the CSS color
applied to the selected element
inherit
initial
global
Sets text color
Sets currentColor
for element
Sets element’s background color
Sets element’s border color
Sets element’s outline color
Sets element’s box-shadow
Sets element’s text-shadow
Sets element’s column rule color
Sets element’s text-emphasis color
Sets element’s caret color
Set's an SVG element’s fill color
Set's an SVG element’s stroke color
Manipulate color, but don’t actually take color properties
mix-blend-mode
background-blend-mode
An awesome talk of its own…
hsl()
really shines here!
30deg
100%
45%
30deg + 180deg
100%
45%
30deg + 180deg
60%
25%
Move toward the opposite of the wheel the same amount clockwise & counter-clockwise
Move slightly from the original color the same amount clockwise & counter-clockwise
Move around the wheel in 90° increments
Bump the lightness value
Reduce the saturation value
You can easily convert & manipulate colors
$color-primary: #EF6C00;
$color-primary-hover:
scale-color($color-primary, $lightness: -10%);
$color-primary-dim:
change-color($color-primary, $saturation: 15%);
$color-complement:
adjust-hue($color-primary, 180);
Goal: maximum readability for all users
AA & AAA rating
Small & large text
Check color combinations at WebAIM
Scan a live site with WAVE
3:1
contrast ratio between copy & links
Never rely on color alone
Browsers underline links for a reason
There’s no good way to check this contrast automatically.
Choose images with:
currentColor
color
background-color
border-color
outline-color
column-rule-color
box-shadow
text-shadow
fill
stroke
jdsteinbach


#include <AcousticEmitterSystem.h>
Public Member Functions | |
| AcousticEmitterSystem () | |
| virtual | ~AcousticEmitterSystem () |
| virtual void | marshal (DataStream &dataStream) const |
| virtual void | unmarshal (DataStream &dataStream) |
| unsigned short | getAcousticName () const |
| void | setAcousticName (unsigned short pX) |
| unsigned char | getAcousticFunction () const |
| void | setAcousticFunction (unsigned char pX) |
| unsigned char | getAcousticID () const |
| void | setAcousticID (unsigned char pX) |
| virtual int | getMarshalledSize () const |
| bool | operator== (const AcousticEmitterSystem &rhs) const |
Protected Attributes | |
| unsigned short | _acousticName |
| unsigned char | _acousticFunction |
| unsigned char | _acousticID |
Copyright (c) 2007-2009, MOVES Institute, Naval Postgraduate School. All rights reserved.
| AcousticEmitterSystem::AcousticEmitterSystem | ( | ) |
| AcousticEmitterSystem::~AcousticEmitterSystem | ( | ) | [virtual] |
| unsigned char AcousticEmitterSystem::getAcousticFunction | ( | ) | const |
| unsigned char AcousticEmitterSystem::getAcousticID | ( | ) | const |
| unsigned short AcousticEmitterSystem::getAcousticName | ( | ) | const |
| int AcousticEmitterSystem::getMarshalledSize | ( | ) | const [virtual] |
| void AcousticEmitterSystem::marshal | ( | DataStream & | dataStream | ) | const [virtual] |
| bool AcousticEmitterSystem::operator== | ( | const AcousticEmitterSystem & | rhs | ) | const |
| void AcousticEmitterSystem::setAcousticFunction | ( | unsigned char | pX | ) |
| void AcousticEmitterSystem::setAcousticID | ( | unsigned char | pX | ) |
| void AcousticEmitterSystem::setAcousticName | ( | unsigned short | pX | ) |
| void AcousticEmitterSystem::unmarshal | ( | DataStream & | dataStream | ) | [virtual] |
unsigned char DIS::AcousticEmitterSystem::_acousticFunction [protected] |
This field shall describe the function of the acoustic system.
unsigned char DIS::AcousticEmitterSystem::_acousticID [protected] |
This field shall specify the UA emitter identification number relative to a specific system. This field shall be represented by an 8-bit unsigned integer. This field allows the differentiation of multiple systems on an entity, even if in some instances two or more of the systems may be identical UA emitter types. Numbering of systems shall begin with the value 1.
unsigned short DIS::AcousticEmitterSystem::_acousticName [protected] |
This field shall specify the system for a particular UA emitter.


Enduro.js is to developers what kitchen is to chefs. You can make a meal in a kitchen; you can make a website with enduro.js. Easy as that.
From zero to deployed website in 30 seconds?
No-effort, auto-generated admin interface.
You can think of enduro.js as a collection of tools that enables making a website from zero to live, deployed website
Developing a web project in enduro.js is optimized for use by professional developers. In the end it is a command line tool and a decent knowledge of html, sass, templating engines, node.js is required to do anything.
That being said, enduro.js automatically produces a smooth admin interface for comfortable adding and editing of content. This admin interface is designed with a cutting-edge ease-of-use and your clients will love it.


OKR Worksheet
Source: ElegantHack
-
What is your company mission?
- You should already have a mission.
- Take the time to set a company mission
-
What is the theme for the year going to be, the one big objective you
(as a company) would like to accomplish?
-
What are three metrics that would tell you that you had indeed
succeeded in that objective ?
-
Check: - Is the Objective inspirational and challenging? - Are these
tough KRs? - Do you have only a 50/50 chance of making each KR? - Will
it really take a year to do this?
- Does it tie together everyone’s efforts?
-
What is one big objective toward your company mission that would take
the company 3 months to do, and you are only 50% confident you could
do?
- Gather ideas for this from team.
- Successful OKRS are set together, not handed down.
-
What are three metrics that would tell you that you had indeed
succeeded?
-
Check:
- Is the Objective inspirational and challenging?
- Are these tough KRs?
- Do you have only a 50/50 chance of making each KR?
-
Will it really take an entire quarter to do this?
-Does it tie together everyone’s efforts?
For each group/function, i.e. marketing, engineering, product, design
-
What Objective and three Key Results will you set to support the
company OKR?
-
Check:
- Are these things you can do without support of other groups?
-
Are your results actually results, or are they tasks you do to get
results?
-
e.g. Launch a pricing page vs launch a pricing page that has 12%
conversion to contact.
-
CEO: do you really believe these will take a full quarter and each
KR has only a 50/50 chance of success?
-
What Objective and three Key Results will you PERSONALLY set to
support the company OKR this quarter?
-
e.g learn new skills, hire great people, show results in your pet
project
-
What big projects are needed to make this happen?
- It becomes the roadmap.
- They are tasks
- List as many as you wish
-
You can reorder them as often as needed through the quarter to hit
the OKRs
-
OKRs don’t change (strategy) but projects and priorities do
(tactics).
Validation
-
What steps are taken to make projects happen (priorities) this
week!
-
will be shared and set weekly in a planning meeting and in email